﻿using System.Collections.Generic;
using System.Linq;
using ETModel;

namespace ETHotfix {
    /// <summary>
    /// 
    /// </summary>
    [ObjectSystem]
    public class AudClientsComponentAwakeSystem : AwakeSystem<AudClientsComponent> {
        public override void Awake(AudClientsComponent self) {
            self.Awake();
        }
    }
    /// <summary>
    /// 
    /// </summary>
    [ObjectSystem]
    public class AudClientsComponent_AudClientDestroy : DestroySystem<AudClient> {
        public override void Destroy(AudClient self) {
            //移除项即可,不用重复dispose
            Game.Scene.GetComponent<AudClientsComponent>()?.RemoveNoDispose(self.InstanceId);
        }
    }
    /// <summary>
    /// 在aud服务器上管理AudClient的组件,热更层框架会自动加到场景
    /// </summary>
    public class AudClientsComponent : BaseEntityMgrComponent<AudClient> {
    }
}